About Jemima Moore

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WoW Zone by Zone Achievement Guide Part 9: Space Goats and Nelfs

WoW achievement guideWelcome to ZAGGARAT ( Jetsai’s Zone-by-Zone Achievement Guide for Getting Across the Realm with Alliance Toons), a comprehensive zone by zone guide to wrapping up every achievement you need. You can view all instalments by clicking here. The printer and screen friendly guides can be downloaded at the bottom of this post.

Areas covered this week: Azuremyst Isle, Bloodmyst Isle, Darnassus, Teldrassil, Darkshore, Ashenvale

Draeneis and The Exodar were a bit of a sensation when they were first released. Until Burning Crusade, Night Elfs presented the only tall, non-human race option for Alliance. But the choice to be both tall AND exotic came with some heavy penalties. If you wanted to play a ranged class, and actually look like a Night Elf, your choices were Hunter or Priest…  healing Priest, that is. Darnassus required a boat to get from the bank to the Auction House, well almost, and the harshest penalty of all apart from having a flat chests… contending with the relentless barrage of tree-hugging, Volkswagen camper-loving, crystal-stroking nonsense. Don’t get me wrong, I respect Radagast but I lean much more heavily to the Sci in Sci-Fi and I’ll take gun-toting, manga-vixen Faye Valentine over Elune-of-the-Moon-Pansies any day.

Draeneis, therefore, introduced the only non-human option for Mages and Warlocks that wanted to continue dpsing despite the small crate in front of them. Draeneis also opened up the Shaman class to Alliance for the first time and their popularity remains strong to this day.

Not so with The Exodar. Its sheer inaccessibility relegated it to ghost town in just a few short weeks, home to just a few bank mules, Auction House scanning toons and anyone who wanted to buy a Moth.

Now that you can fly, Darnassus isn’t nearly as arduous. It’s the next hub for Well Read and is a great source of food for the Delicious achievements. You can pick up all the mounts and tabards for the Night Elf and Gilneas races here as well.

Throughout the Draenei Isles, Teldrassil, Darkshore and Ashenvale there’s a dozen or so fairly ordinary battle pets to bolster your collection and The Maw of Madness in Darkshore is the best place to jump off a cliff for Going Down!

Next week, we venture into the goblin heartland of Azshara, get smacked about the head a bunch in Orgrimmar and check out Barrens chat five years on…

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(Editor’s note: I just wanted to say what an amazing feat Jemima has pulled off with these Zaggarat guides – if you find them as incredibly useful as I have already, please use the donate link below – proceeds will be forwarded onto Jem for her work)




WoW Zone by Zone Achievement Guide Part 8: Swamp of Sorrows, Blasted Lands and Deadwind Pass

WoW Achievement Guide by ZoneWelcome to ZAGGARAT ( Jetsai’s Zone-by-Zone Achievement Guide for Getting Across the Realm with Alliance Toons), a comprehensive zone by zone guide to wrapping up every achievement you need. You can view all instalments by clicking here. The printer and screen friendly guides can be downloaded at the bottom of this post.

Catching the Bogpaddle Bullet from Sharon Boomgetter in Burning Steppes will land you smack in the Swamp of Sorrows – the zone where Goblins go Keanu surf-style and the Alliance v Horde clash over Stonard has been raging relentlessly for at least 2 years now.

The Swamp is home to a huge variety of the very sought-after flying and aquatic pets so prepare for battle and snatch yourself some Level 15 rares.  It also marks the beginning of the next level of fish for The Oceanographer and The Limnologist. Sunken Temple isn’t the maze it used to be and I highly recommend doing this when the quest chain takes you there. It’s a quick, fun zone that Loremasters should be able to knock over in an hour or two.

Blasted Lands, however, is without doubt the worst questing zone in any MMO …ever.

The mobs are spread far enough apart to make aoe impossible, the story is plain lame given how much lore there is to work with this side of the Dark Portal and I don’t know about Horde but Alliance spend the entire zone running one errand at a time for a myriad of NPCs at the end of overly-circuitous caves, caverns, towers and keeps.

If I wasn’t so annoyed at being a substitute telephone for Quartermaster Lungertz in the Keep and Watcher Mahar Ba at the top of the Mage Tower, I would have nominated Blizzard as the World Record holder for Longest Possible Path Required to Travel the Shortest Distance. As it stands, I just stabbed myself in the eye with a rusty screwdriver instead.

By contrast, Deadwind Pass – the home of Karazhan – is in my opinion the best raid instance I’ve ever experienced in a game.

It has everything – a great backdrop with a compelling story and some of the most interesting raid encounters you’ll experience. I’d go so far as to say the raid mechanics introduced in Karazhan laid the foundation for everything that was to come after and established WoW’s reputation as the gurus of raid content they are known for today.

If you’re going for Rep achievements, getting exalted with the Violet Hold will take 2-3 weeks if you do all the quests and full clears of Karazhan. Alternatively, you can fast track a rep grind by clearing to Opera, leaving bosses alive, and resetting.

Violet Hold’s two quest chains require you to run most of the Outland Heroics, as do many other quests out there, so efficiency nuts may want to save these until you’ve fully completed questing in all Outland zones.

Deadwind Pass is also home to two zone-exclusive pets, the Restless Shadeling (only found between 12 midnight and 9 am) and the Arcane Eye, as well as Eastern Kingdoms’ Grand Master Pet Tamer.

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(Editor’s note: I just wanted to say what an amazing feat Jemima has pulled off with these Zaggarat guides – if you find them as incredibly useful as I have already, please use the donate link below – proceeds will be forwarded onto Jem for her work)




WoW Zone by Zone Achievement Guide Part 7: Badlands, Searing Gorge, Burning Steppes & Blackrock Mountain

WoW Achievement GuideWelcome to ZAGGARAT ( Jetsai’s Zone-by-Zone Achievement Guide for Getting Across the Realm with Alliance Toons), a comprehensive zone by zone guide to wrapping up every achievement you need. You can view all instalments by clicking here. The printer and screen friendly guides can be downloaded at the bottom of this post.

Chapter 7 is all about the Dwarfs … and lizards… and beetles … and snakes. Ok, so basically anything that scuttles, skitters, crawls or slithers can be found in Badlands, Searing Gorge, Burning Steppes and Blackrock Mountain.So strap on your Ultra-Advanced Proto-Typical Girly-Scream Diffuser coz we’re going in!

I highly recommend completing all the quests in these three zones, especially Searing Gorge, before entering Blackrock Mountain if you’re concerned at all about reputation achievements. The Mountain offers both the shortest and the longest reputation grinds in the game. You can easily get to exalted with Thorium Brotherhood in less than a day but Hydaxian Waterlords will take a minimum of 15 weeks even with all the guild perks, banners and a human racial at your disposal. Plus, two of its three raids, Molten Core and Blackwing Lair, offer the new Battle Pets for Raiding with Leashes. Beware though- contrary to popular belief, these raids still require attunement as of 5.1. Details about how to do this are included in the guide.

You’ll also need to gather a possee of mates to easily do Cata’s Blackrock Caverns achievements as some of the mechanics are going to stymie solo players.

And remember as you travel, Female Dwarf Hate is wrong, mmmkay. Ironforge girls rock! (pardon the pun).

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(Editor’s note: I just wanted to say what an amazing feat Jemima has pulled off with these Zaggarat guides – if you find them as incredibly useful as I have already, please use the donate link below – proceeds will be forwarded onto Jem for her work)




WoW Zone by Zone Achievement Guide Part 6: Ghostlands, Eversong Woods and Tirisfal Glades

WoW Achievement Guide - Ghostlands, Tirisfal Glades and EversongWelcome to ZAGGARAT ( Jetsai’s Zone-by-Zone Achievement Guide for Getting Across the Realm with Alliance Toons), a comprehensive zone by zone guide to wrapping up every achievement you need. You can view all instalments by clicking here. The printer and screen friendly guides can be downloaded at the bottom of this post.

Ghostlands, Eversong Woods and Tirisfal Glades move us deep into Horde Territory.

Scarlet Monastery, Scarlet Halls and Zul’Aman will provide some challenging content but if you’re on a PvE server then there’s little to do in these zones other than exploration and pet battles.

If you’re on a PvP server it’s a great opportunity to practice your Orcish. ‘Kagh! Grombolar’ (Deploy the yak!) and ‘Bin mog g’thazag cha thrAkk gezzno’ (It looks like your face caught on fire and someone tried to put it out with a fork) are some of my personal favourites. Just kidding, Blizzard has made it pretty difficult to communicate cross-faction and are constantly updating their algorithms to prevent it, so most of your time here will probably be spent avoiding guards, getting the spacing right in D a p Ee bb (Y o u Lo se) and reminding yourself that killing lowbies is mean and no yard stick of your PvP prowess.

Other things that may happen while you’re completing your achievements in these three zones:

  • You may break some electronic equipment on your desk after the fourth time you try to fly in Ghostlands and realise you can’t.
  • You may feel a bit bad when a fresh level 12 Rogue, with a glinty eye and a sorely misguided sense of how well stealth protects him, skulks up behind you and crucifies himself on your lightning shield.
  • You may start to individually name each of the Maggots and Spirit Crabs you battle in the hunt for a rare Larva.
  • You may fantasise about winning a championship spelling bee with the word Lordaeron, then realise it’s way past time to get a life.

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(Editor’s note: I just wanted to say what an amazing feat Jemima has pulled off with these Zaggarat guides – if you find them as incredibly useful as I have already, please use the donate link below – proceeds will be forwarded onto Jem for her work)

 




WoW Zone by Zone Achievement Guide Part 5: The Plaguelands and Scholomance

zaggarat-5Welcome to ZAGGARAT ( Jetsai’s Zone-by-Zone Achievement Guide for Getting Across the Realm with Alliance Toons), a comprehensive zone by zone guide to wrapping up every achievement you need. You can view all instalments by clicking here. The printer and screen friendly guides can be downloaded at the bottom of this post.

This week’s ZAGGARAT takes us to the Plaguelands where we first meet the Argent Dawn and Argent Crusade. This region also presents the first at-level dungeon with achievements – Scholomance.

I have to admit I used to hate both the Plaguelands. Apart from being drab and in desperate need of Zap Beezlerocket’s Interdimensional Cobweb Cleaner, they were awfully grindy and extremely difficult to move about in unaccosted. Install a beach, equip each of the mobs with a selection of bead jewellery or teach them how to braid hair and you’d have yourself a tropical holiday but Blizzard chose a different path when revamping these zones and they did a pretty good job.

Both Plaguelands are now cut-scene central. Lore-buffs will appreciate a personal introduction to Highlord Tirion Fordring and the story around Andorhol in Western Plaguelands has been condensed, tarted up with some cut-scenes and is much easier to follow. Those of you who are just after Blighted Plaguehawk will have to /popcorn while you quest as these zone-excusive battle pets aren’t available until after Andorhal is phased.

Eastern Plaguelands is tied together through the story of Fiona’s Caravan, with Gidwin and Tarenar providing all the quintessential elements of an epic Dwarf meets Blood Elf tale – friendship, paladin humour, tragedy, betrayal, ultimate reunion and a serious amount of rep with Argent Dawn.

In fact, you get Revered about half-way through the zone. A few repeatable quests later, one of which can be done in Heroic Scholomance and you’re Exalted.

Stratholme, surprisingly, still has a lot to offer achievement hunters. You need to do both live and dead sides to get Stratholme and credit toward Classic Dungeonmaster but the live side offers four books for Well Read and a repeatable quest for 2000 Argent Dawn Rep. Aurius Riverdare, on the dead side, has a chance to drop his gorgeous… er, I mean… very manly, Deathcharger.

Scholomance is where it’s all at, though, with some of the easiest and one of the hardest achievements to get your Reins of the Crimson Cloud Serpent. Shouts go to lancore89 of wowhead who developed some macros that have made Attention to Detail very much easier as well as any healer that has managed to retain their sanity after completing School’s Out Forever. Also don’t forget to grab a full supply of disguises for Polyformic Acid Science completed throughout the rest of Panda’s dungeons and The Invasion of Draenor from Lilian Voss’ room in either Heroic or Normal for Well Read as this is the only place you’ll find this book in the game now.

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(Editor’s note: I just wanted to say what an amazing feat Jemima has pulled off with these Zaggarat guides – if you find them as incredibly useful as I have already, please use the donate link below – proceeds will be forwarded onto Jem for her work)

 




WoW Zone by Zone Achievement Guide Part 4: Arathi, Hillsbrad, Silverpine and The Hinterlands

WoW Zone By Zone Achievement GuideWelcome to ZAGGARAT ( Jetsai’s Zone-by-Zone Achievement Guide for Getting Across the Realm with Alliance Toons), a comprehensive zone by zone guide to wrapping up every achievement you need. You can view all instalments by clicking here. The printer and screen friendly guides can be downloaded at the bottom of this post.

This week’s ZAGGARAT covers Arathi Highlands, Hillsbrad Foothills, Silverpine Forest & Shadowfang Keep and The Hinterlands.

Shadowfang Keep presents some of the easier Cataclysm dungeon achievements to be had at level and they’ll be cake at 90 if you take a friend or two with you. I’m sure there are some Hunters and DKs that have already soloed these, but for most of us mere mortals Cataclysm Heroics are still cause to cash in a few favours with your guildies.

Pet Battle achievements are also starting to mount up now. If you’ve been monitoring some of the meta achievements along the way, you’ve probably already collected: An Uncommon Find, A Rare Catch and High Quality for capturing uncommon and rare quality pets; That was Close for capturing a battle pet at less than 5% health; Master Pet Battler for winning 250 pet battles and Win Streak for winning 25 in a row.

I’ve taken to capturing a pet as soon as I see it and then continuing to battle as I quest throughout the zone until I get a rare. I’ve added a new note to the guide [zone exclusive!] if you won’t come across this pet in any other zone. So if you’re going for Quality & Quantity catch your rares while you’re there!

Arathi Highlands features the Tiny Twister, Silverpine is home to the Blighted Squirrel and The Hinterlands gives you Jade Oozelings. Hillsbrad Foothills, however, is one of the meccas of battle pets. Where Red-Tailed Chipmunks frolick with Infested Bear Cubs, Lofty Librams float through the crater of Dalaran and where Plants vs Zombies meets WoW in Lawn of the Dead at the Brazie Farmstead. It’s a fun quest and mini-game all rolled in one with Brazie the Singing Sunflower as your final reward. Best news is, it’s repeatable – worst news is you can’t play it on the train on your way to work.

Next week we visit The Plaguelands and the first of our Pandaria Dungeons in Scholomance, Ghostlands, Eversong Woods, Silvermoon City and the first of our Rep Guides with the Agent Dawn & Argent Crusade.

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(Editor’s note: I just wanted to say what an amazing feat Jemima has pulled off with these Zaggarat guides – if you find them as incredibly useful as I have already, please use the donate link below – proceeds will be forwarded onto Jem for her work)

 




WoW Zone by Zone Achievement Guide Part 2: Stormwind and Stranglethorn

Welcome to ZAGGARAT ( Jetsai’s Zone-by-Zone Achievement Guide for Getting Across the Realm with Alliance Toons), a comprehensive zone by zone guide to wrapping up every achievement you need. You can view all instalments by clicking hereThe printer and screen friendly guides can be downloaded at the bottom of this post.

This week’s ZAGGARAT features Stormwind, the Stranglethorns and Zul’Gurub.

For the last two expansions, Stormwind City has been the Alliance mecca and, without question, now serves as the most significant hub for Achievement hunters in the entire realm. In fact, compiling everything to be achieved in Stormwind required four pages of listings.

Mounts and cooking recipes feature prominently but Stormwind also houses much of Azeroth’s history for the Well Read achievements. It’s the fashion capital of the Alliance, if you call getting a haircut and donning a new tabard fashion and there’s also a disturbing amount of the realm’s cheese available in this one cosmopolitan hub.

Northern Stranglethorn started our four-expansion adventure with those crazy Nesingwarys and was most people’s first experience with open world PvP. Has anyone else ever thought that the goblins in Booty Bay look a little too much like BDSM Leather Men for comfort? Fitting, I suppose, since many of my first PvP encounters occurred outside the Gurubashi Arena and felt like I’d paid for such services.

The Stranglethorns now are a treasure-trove for Pet Battlers. The schism that divided Stranglethorn Vale into the North and Cape also gave rise to lots of interesting new quests, so if you haven’t completed the zones since, they’re worth a look.

The return of Zul’Gurub heralds the return of the prized Razzashi Raptor and Zulian Panther mounts at a staggering 1% drop rate. And I, for one, can assure you how much I missed farming Zul’Gurub every week during those few months of reprieve to help my husband maintain his car… er mount… status. /end sarcasm.

Despite everything there is to be accomplished here, it’s a good time to talk about what’s not included in these Zaggarat Guides.

Reputations and factions: I’ve included how to procure the windfalls of gaining reputation that help earn other achievements like Mountain-o-Mounts and Thirty Tabards but not the achievements associated with earning reputation themselves or any notes on how to.

Daily Quests: achievements associated with daily quests haven’t been included here. Daily quests tend to be associated with a faction or a secondary profession. So while the Twilight Highlands ZAGGARAT may indicate you need to fish up a Striped Lurker for The Catalcylsmic Gourmet, it won’t tell you that you need to complete three cooking dailies to earn the tokens to buy the recipe in Stormwind.

Those sorts of achievements will be covered in a separate guide.

Low-level dungeons: ones like Stormwind Stockades, that don’t have a heroic mode, any boss-by-boss achievements and can easily be soloed by a 90 are included as a breakout section in their relevant city or zone and don’t have an entire page devoted to them.

PvP: this is a world of achievements unto itself. I have included some of the open world and city PvP achievements like For the Alliance! and Gurubashi Arena Master, but PvP achievements will, on the whole, be covered in another series.

World Events will also be covered separately, although by the time I’ve finished every other guide I’ve an idea for, it may be a Level 100 guide.

Next week: Ironforge, Dun Morough, Loch Modan and the Wetlands.

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(Editor’s note: I just wanted to say what an amazing feat Jemima has pulled off with these Zaggarat guides – if you find them as incredibly useful as I have already, please use the donate link below – proceeds will be forwarded onto Jem for her work)

 




 

 

WoW Zone by Zone Achievement Guide Part 1: Elwynn, Westfall, Redridge and Duskwood

WoW Zone-by-Zone Achievement GuideWelcome to ZAGGARAT ( Jetsai’s Zone-by-Zone Achievement Guide for Getting Across the Realm with Alliance Toons), a comprehensive zone by zone guide to wrapping up every achievement you need. You can view all instalments by clicking here.

Ok, I’ll admit it. I’m an achievement whore.

I was pretty proud of the some 10,000 achievement points I’d managed to accumulate when I quit playing WoW a month or so into Cata. So when I returned to the game for MoP with a new main, I secretly knew it would only be a few weeks before the stigma of venturing around with a paltry few thousand points got to me and I’d have to farm up my “I’m no noob” points again.

I looked for a guide that could help satisify my addiction efficiently. What I wanted was a guide that could take me zone by zone and get every conceivable achievement while I was there.

The Loremaster and World Explorer are easy to get, but there are a lot of additional achievements in later zones that slip through the cracks: hunting rare spawns, finding lore objects and returning lost treasures to some old codger.

I also want to do my fishing achievements: The Oceanographer, The Limnologist, The Scavenger. Cooking achievements have historically been extremely tedious requiring many trips to the AH, back to the zone and to vendors to purchase recipes I forgot to get. I want to buy and eat everything I’m supposed to for the Delicious series and farm up all the mats so I can cook up the Gourmet achieves in one go at the end.

Then there’s mounts and pets. Pokemon brings a whole new form of torture to pet collecting. It’s no longer a question of doing a continent hop to half a dozen different vendors, spending a suspicious amount of time with the neutral Auction House master in Booty Bay, and camping some rare spawn spots. There are literally hundreds of pets to catch and collect now, so I need to know which pets to battle and catch while I’m in that zone.

Plus I need to buy all my tabards, get my old-school dungeon and raid achievements and those pesky miscellaneous ones Like Archmage Xylem’s trials, reading the entire history of Azeroth, a series of unnatural associations with Squirrels, getting down with the Nesingwarys, getting beaten up in Gladiator rings on every single continent and spending lots and lots and lots of gold on useless things.

There had to be a guide out there that could deliver me all that – Googling “wow Achievement Guides” returned pages of online lists sorted by exactly the same categories Blizzard provides. Googling “wow Achievement Guides by zone” returned me exactly the same list with the Explorer ones at the top. Curse gave me nothing broad or overarching. Zygor looked promising but a trial demonstrated I had to keep switching out new guides and starting the zone over again – I wound up doing the Cape of Stranglethorn six times over and still lots of little things got missed.

With every option exhausted, I decided to compile my own and I present Chapter One to you here – Jetsai’s Zone-by-Zone Achievement Guide for Getting Across the Realm with Alliance Toons. Ok, so the name needs a little work… but ZAGGARAT will do for now. In this guide, I start in Elwynn Forest, move on to Westfall and Deadmines, then Redridge and Duskwood listing everything you need to do to complete ALL the achievements sorted by sub-zone. I’ve included waypoints and some notes as well as a map for each zone with icons to indicate what you’re supposed to do there. The paths roughly follow the questing order throughout the zone, so if you’re not working on your Loremaster achievement you may find it quicker to work from one end of the zone to the other.

I’ll continue to release new chapters each week working through all the zones on all the continents up to and inlcuding Pandaria. Next week, we tackle Stormwind and the Stranglethorns.

I do need to note, this is a pretty old-school guide. There’s nothing fancy about it. I list subzones by their names, not a set of co-ordinates, although those are included where possible and it’s designed to be printed out and placed in a ring binder –landscape fashion. The map goes at the top and the sub-zone list below.

Why? Well I don’t have the programming skill to develop and in-game assistant like Quest Helper or Zygor, but honestly I think old school is good sometimes. For one I hate alt-tabbing – having all the information on my desk next to me to view at a glance is great. Moreover, this game isn’t even close to an exact, step-by-step progression and things don’t happen in the same order for all people.

I find a battle-pet on one side of the zone, you find it in another. Someone just farmed out my entire quest area so I’ll move on and come back later. Plus, as a 90, you have the choice to start pretty much anywhere. I chose to start at the beginning but you could easily do the zones in whatever order you wanted to: start in Outlands, do the zones backwards or alphabetically, do the dungeons as you go or assemble them into a collection of their own and do them with a group – just mix up the pages in your binder.

And finally, I think there’s something really satisifying about actually ticking a box with your own hand. Yellow highlighter pens are pretty good too.

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(Editor’s note: I just wanted to say what an amazing feat Jemima has pulled off with these Zaggarat guides – if you find them as incredibly useful as I have already, please use the donate link below – proceeds will be forwarded onto Jem for her work)






The Third Edge: 1.4 Balancing for Mercenaries / Commandos

The Third Edge is devoted to everything Bounty Hunter and Trooper. Our resident guru in the area, Jemima, knows her stuff and what she doesn’t know she knows where to find it. Drop Jemima a line if you have ideas for future columns!

The news of coming Mercenary/Commando changes in 1.4 has been out for a day or two now and as usual the ‘balancing’ is nothing if not contentious. To this end, I’ve put in my own two cents and assembled a few of SWTOR’s leading theory crafters in the world of all things Mercenary and Commando to give us their ideas, insights and predictions as to what these changes are going to mean for all of us.

The Expert Panel:

JEM plays Jet, a Valor Rank 73 Mercenary, as well as a Shield Tech Powertech on the Dalborra server and is GM of Aftermath, a leading 16-man progression guild.

KRIPT is one of the Dalborra server’s most renowned PvP Mercenaries and a member of Notorious Synergy.

AERRO is an Arsenal Mercenary and an officer of Chosen, a 16-man World Progression guild on Prophecy of the Five and is the author of the MMO Champion guide  ArsenalBountyHunterAreYOUDoingItRight?

Onto abilities:

Electro Dart and Cryo Grenade now have a 10-meter range

Jem says: This is a nerf. To be able to use our one and only stun we now need to be in melee range, and that’s exactly where we don’t want to be.

Kript says: This change was more for the Powertechs but has also affected Mercs / Commandos. BioWare should have noticed this and changed the range back to 30m for this AC.

Aerro says: If I looked at this without taking all things into consideration, this is most definitely a nerf. We may or may not have gained things to offset this nerf, but overall it is a nerf. Our utility in Huttball (Arsenal/Gunnery) already felt minimal.

 

Using a crowd control ability on an already controlled target now applies reasonable Resolve gain values by comparing the incoming control effect to the greatest of existing control effects. As a result of these Resolve changes, unorganized teams will no longer pay huge penalties for overlapping control effects at critical moments.

 

Jem says: Resolve won’t fill up as quickly allowing more and longer CC times. Fantastic if you’re the one dishing it out. Not so great if you’re the recipient. I think Bioware intended them to be Marauders/Sentinels, but I have a nagging suspicious we’re going to be an unintended casualty here. Beyond the universal 2-minute release from everything, most classes can free themselves from at least some forms of cc every 20-45 secs. Yet we can only Degauss once every 2 mins if talented.

Kript says: This is something I need to see for myself when 1.4 is out. Resolve has always been a touchy subject on the forums and I want to test this before making judgement.

Aerro says: In a way I am glad for this change. Even when queuing with 3 others, you get players on your team with poor CC knowledge that sometimes change the match for the worse. However, Mercs/Commandos are going to soon be on the low end of this change. Having Tracer as our primary, getting interrupted means running around in fear for what seems like forever. Adding in the CC changes means we will now run around in fear followed by being CC’d while we watch our friends die.

 

Mercenaries and Commandos now have a 30-meter interrupt, Disabling Shot. This ability interrupts the target’s current action and prevents that ability from being used for the next 4 seconds.

Jem says: Look, an interrupt is a good thing. Healers should no longer be able to kill us with the same speed a Marauder/Sentinel or Sniper/Gunslinger does and it’s a meaningful change for PvE. But I’ve been a long-time proponent of that fact that an interrupt was not going to be our panacea in PvP. Our dependency on Tracer Missile/Grav Round makes us a one-column temple. We need a way to stop being interrupted far more than we need a way to interrupt others.

Kript says: Well it’s about time, right? We have been asking for one on the forums for months and the amount of times I’ve been rejected from a raid group or rated WZ because of no interrupt is staggering. Good move BioWare.

Aerro says: I whole-heartedly agree with what Jem has stated. An interrupt being added to our skill list is definitely a nice PvE change, especially for those of you who raid in an 8-man environment. Having more interrupts readily available is a positive for this. As for PvP, our utility was to put the pressure on the healer or DPS and use melee as the interrupters. It may be a 12-second cooldown, but I would much rather have an ability that made Arsenal Mercs / Gunnery Commandos immune to interrupts for a select duration. Bodyguard Mercs / Combat Medics already have that with Energy/Combat Shield, so I much would rather have a talented form of that.

 

Afterburners / Concussive Force: Rocket Punch / Stockstrike now immobilises the target for 4 seconds instead of knocking it back. Damage caused after 2 seconds ends the effect.

Jem says: This was the change I was looking for – an immobilisation ability I can near on spam.  But I needed it IN ADDITION to the Rocket Punch knockback.

By my calculations I need around 24 seconds of casting time and 30 seconds total to kill an opponent with decent gear and a few abilities that mitigate or offset damage – like bubbles, heals and temporary immunity. Surely balance in PvP is giving me the potential to do that and then relying on my skill to achieve it? This change gives me about half that time and replaces a knock-back (which most classes can’t mitigate) with immobilise (which many can). It’s actually a big, fat nerf and it makes ledges in PvE HEAPS less fun.

Kript says: I’m against this move and I’ve gotten very heated on the forums about this. The knock-back has been a huge part of my play style. As a ranged class we need to keep our distance from a target and, yeah sure, we can run back, but other classes have something to close that gap, ranged can keep shooting, Powertech / Vanguards can pull us back and others can leap to us just  few seconds after.

I would have loved to have seen it changed to ‘Rocket punch knocks target back and roots target for 2 seconds’. BioWare have let Mercs down with this change.

Aerro says: I’m not quite sure why this change was even added. The suggestion forums exist for a reason (so I thought), and nowhere did I see this as one of the major suggestions offered by the community. A root is great, but not when our kiting abilities are already lack-lustre. Rocket Punch / Shockstrike was a great way to cut a few GCDs out of melee on you, but now it seems only useful if you’re *running*. Rather than give us more of a reason to run, I would appreciate something that stopped us from having to run, such as a knock-back that roots the target when talented.

 

The knock-back previously caused by this skill generated enough Resolve that it was actually detrimental to the Mercenary / Commando’s ability to further escape the attacker.

Jem says: Interesting. I wonder if an external factor forced them to switch to an immobilise rather than change the amount of resolve applied by knock-back.

Kript says: Was resolve the issue here? In PVP you want to time everything and when you knock them back you want to make sure your target isn’t coming back right away, by staying on high ground and knocking them off. Well then, resolve wasn’t an issue.

Aerro says: Generating half a resolve bar for a Rocket Punch knock-back was absurd to say the least. If it were cut in half or just removed, I think the community would have appreciated that more than having the new version. Again, more emphasis on Arsenal Mercs / Gunnery Commandos having to escape targets instead of ‘manage’ them.

 

Tracer Lock / Charged Barrel: Now each stack additionally reduces the activation time of your next Healing Scan / Advanced Medical Probe by 20% per stack.

Jem says: This one is my absolute favourite!! I would argue that if I can get 3 tracers off on the same guy and keep the stacks up I probably don’t need to instantly heal myself for less than a med pack. But, I didn’t think it was possible to link another thing to Tracer Missiles / Grav Rounds, let alone a heal, so well done there. Completely unexpected. [/sarcasm]

Kript says: This got me excited! A 3rd instant heal, if used right. A 5-stack takes no time to get up. Add that with a Power Surge / Tech Override heal and a WZ med pack we can get 10 -13k health back in no time at all. Some may think it’s a little OP, but I guess we will see.

Aerro says: After testing this on the PTS, I can say that I definitely love this change. I haven’t had a first look into its affects in PvP considering there were zero queues, but I can imagine that it is probably one of the greatest strengths of this patch. As for its usage in PvE, unless heals are seriously scarce, its most likely going to be avoided by those trying to maintain their highest DPS possible. It does get rid of your Tracer Lock stacks on use, so ‘wasting’ it on a heal will not only take away a GCD from your rotation, but also nerf your Rail Shot in the process.

 

Pinning Fire: This ability’s snare has been increased to 70%.

Jem says: I’ve never really noticed the effect of this in PvP, maybe the extra 20% slow will make a little difference but it’s only for 2 seconds, so I don’t think it’s going to be a game breaker.

Kript says: I personally don’t use Pinning Fire. I’ve felt the slow isn’t really needed in PVP because of too much open space and not a lot of room to kite.

Aerro says: This change does not seem like a buff, but more so a form of balancing. Expect to see little to no results from this change, so take this ‘buff’ lightly. The only benefit of this talent seems to be against melee… who aren’t after you. Most melee have a major gap closer, so slowing them down doesn’t change much, especially if their gap closer is a leap. It’s still a positive change so I’ll take it. It’s better than nothing, right?

———-

Over to you: what are your thoughts on the 1.4 changes?

/gchat: Swings, Roundabouts and Blenders

/gchat is an ongoing column on guilds and the fun, conflicts, laughs and rage-quits they contain. If you have a topic you’d like covered, drop our guild guru Jemima Moore a line!

Raid Team Selection. Yep, I said it. It’s a dirty word. It’s an ugly word. Ok, it’s three words but I’m bringing them out of the closet and shining a light on the shabby, shameful, heart-wrenching world of raid team selection – no holds barred.

The oldest and arguably most maligned way to assemble a raid team is the Playground Panel.

It comes in many forms from “everyone be on at 7 and we’ll see who’s on” to “I’ll be picking teams based on class balance and gear” and is often characterised by a green wall of furtive questions around  7:15pm AEST: “Are we raiding tonight?” “What time is it starting?” “Have invites gone out yet?” It may seem harmless enough, but rest assured it’s all a euphemism for “I’m too lazy to care about anyone ‘cept me and mah boyz.”

It’s a bad system. Designed and perpetuated by a select few who want the maximum number of warm bodies to fill raid slots for the minimum effort. It promotes elitism, anxiety, dissent and disappointment as even the most seasoned raider can’t help feeling at least a momentary lump in the throat wondering whether they’ll get to go – and only the biggest narcissist will leave someone behind without at least a momentary twang of guilt. The best case scenario is you didn’t set aside an entire evening for nothing and the majority of the team made it through the selection process with enough confidence intact to actually perform.

Thankfully, this arcane system of selection has evolved and most guilds have moved on to more structured modes of selection. If yours hasn’t, I suggest you shop around.

The Rotating Roster with a Team Split Twist is the most common of these. Guilds divide their raiders into fixed, over-sized teams and schedule the extras on a rotating stand-by schedule.

It’s a much fairer method and provides a lot more flexibility in terms of attendance. Plus there’s an argument that sticking with the same people in the same roles makes progression easier and more efficient. There are some hidden drawbacks though.

Tanks and healers are typically not rotated as much as dps. If they are, it falls on a few members of the team to maintain two sets of gear and the skills to fill those roles on odd nights.

The counter-argument to easier and more efficient progression is reduced development of skills across the broader team which often makes the next fight harder. Plus, you’re back to wiping a few times on a boss you usually one-shot when that key taunter/runner/add collector isn’t around.

It sucks to have your standard rotation night come up just after you spent an entire evening wiping on a boss and know the team will kill him next raid without you. The only things that sucks worse is having it happen twice.

Unapologetic 1980′s reference foisted on this great post by the sentimental Editor

Then there’s the ‘guild killer’ that’s more insidious than cancer: the A-team / B-team split. One team due to subtle (or not so subtle) differences in make-up, happens to progress faster than the other. Maybe that team has an extra taunt, a speed boost or a min/maxing dps of a certain class that makes a hard boss just a little easier. The acquisition of gear and new skills they’re developing skyrocket them ahead of the other teams and A-grade egos develop in line with an A-team tag. As the gap in progression widens, so does the ability for players to interchange teams and, over time, the individual groups become insular and cliquey. A vicious circle ensues until one day someone wonders out loud why they’re tolerating the whiney/egotistical pack of QQers/l33t jerks on the other team at all. There’s usually casualties.

All too frequently, guilds with this make up can’t ride the ebbs and flows of raiding through multiple expansions and inevitably one team breaks away to form their own guild ready to start the cycle over again.

In order to overcome these problems, some guilds are now guaranteeing raid spots for players willing to commit to 100% attendance (or close to it) and are mixing raiders up from lock-out to lock-out. I call it “Will it Blend?” and Aftermath tried it this season. It’s not a perfect system by any stretch but it does engender whole-guild camaraderie, significantly reduces the drama surrounding kills and loot drops and that in turn develops both loyalty and pride in oneself and the guild. It also requires a team of skilled and committed raiders who show up every week ready to do anything but that’s kind of a chicken and egg thing. The downside is that without guilded raiders on stand-by, real life getting in the way becomes a huge issue. Assembling and balancing teams each week is no small issue and maintaining a wide and varied friends list to PUG from takes a lot of time.

As an aside, Murphy’s law holds true every time – a PuG will always win the /roll on set gear. And finally, when there’s no side door to nudge a lacklustre player to, it occasionally forces you to have conversations that are more honest than you’d like.

I can’t help but think there has to be a middle ground. On the one hand, it’s a game and requiring 100% attendance for a hobby is pretty hard core. On the other hand, less than 100% attendance when multiplied by the number of people in your raid team, means that somewhere between 7 and 24 people that set aside their evening are adversely affected to at least some degree every single raid.

In a good MMO, raids are hard enough that the individuals in the team need to work pretty hard on their class, their gear and their research to be there in the first place. Yet developers don’t allow any flexibility in raid size or balance for sickness, working late, someone’s 21st birthday, wife aggro or the Grand Final. Guilds and players are expected to somehow overcome real life and field a team of an exact size and class balance each and every week.  Working within these limited parameters, it’s hoped that Raid Leaders can minimise disappointment, inconvenience and drama while providing a fulfilling and satisfying group experience for a set of highly competitive and motivated individuals.

Anyone else think these mechanics are somewhat at odds?

What BioWare, as a developer, has done to help is make a point of supporting server communities.  On the Empire side of Dalborra end-game raiding guilds have embraced that. The GMs of Prophets of Agony, Tenacity, First Legion, Reach (now part of Violation) and Aftermath formed a network of guilds that “borrow” raiders from each other for the night or the week. We try and make sure all our raiders get a run through somewhere and we try our best to help each other out with any bodies we can muster when another team is short. There’s still a healthy dose of competition between the guilds, but there’s just as many woots and gratz in /1 Denova on Wednesday night.

Again, it’s not a perfect system but it is better than the sand-box shenanigans we suffered in primary school.

I’d love to hear your stories of the best and worse raid team selection techniques you’ve come across.

SWTOR F2P: Game On, BioWare!

As promised, key members of our team are going to give their thoughts on the announcement SWTOR has gone free-to-play. It’s Jemima Moore’s turn.

I love SWTOR and when I awoke to the news that my current passion was going F2P, I will admit, I got that sinking feeling most long-time gamers get when they hear that phrase.  F2P = MMO death, or at least it used to.

My immediate reaction was one of sheer outrage at the blatantly misleading marketing language.

“…adding a new Free-to-Play option this fall. This option will give players access to each of the eight iconic Star Wars character class storylines, all the way up to level 50, with certain restrictions*. Unlimited game access, including new higher-level game content and new features will be made available through individual purchases or through a subscription option.”

What? Let me re-read that a couple of times and take out all the bits designed to confuse…

“a new Free-to-Play option… will give players access to … new higher-level game content and new features through individual purchases or through a subscription option.”

So… um… the F2P option doesn’t give you access to higher-level content and new features – you have to purchase them or take up the subscription option.

“Subscribers will retain unrestricted access to all game features”

Except you won’t. Some game features require Cartel Coins to access and subscribers get a restricted amount for their monthly fee.

Even the name of the option is misleading. I remember when Free-to-Play actually meant it was free to play. Without spending a dime you could experience every aspect of the game.  Real money was only required if you want to look different, get around more quickly or skip a grind fest to min/max your gear.

Pay-to-Win meant the game was mostly free but to get the best gear, experience late end-game content and be competitive at the highest level you had to pay.

BioWare, and many other developers, are calling their incoming model free-to-play, but it’s actually Pay-to-Win or a Super-extended-free-trial or some other marketing lingo yet to be developed. Somewhere along the lines the meaning of F2P got hijacked and twisted around to mean any model that isn’t strictly and solely subscription-based. From a developer’s point of view it makes sense. Any catch-phrase with the word FREE in it is number one with a bullet when it comes to advertising. So what if it isn’t true? Gamers are addicts – we just have to suck them in.

Well, we may have let them twist around definitions and use them for evil and not good – but most gamers are pretty picky about their drug, er… MMO of choice and value-for-money remains King.

In this regard, BioWare’s new Pay-as-you-Play option is the greatest blessing we could have hoped for. Subscription models don’t tend to force players to assess the worth of their fun every time they log-in and play. For most the financial commitment to a game happens once and then continues unmonitored until you tell it to stop.

Split those decisions into many little parts and shift them to the here and now and people get a lot more picky. Subscribers may be willing to spend $15 per month on buggy unfinished content, riding elevators, staring at loading screens, and basic MMO services that are unintuitive and clunky like the GTN or crafting window. But spending 50 cents on a Warzone that may or may not count as a win will only happen once.

Bioware haven’t always demonstrated the best sense in this regard, but I’m keeping the faith that the instantaneous money-talks feedback they’re about to introduce into the game will drive faster bug fixes, better QA, more content and a few sackings in the Crafting Department.

I’ve got money in my pocket, Bioware, so it’s Game On!

/gchat: The Good, The Bad And The Guildy

/gchat is our new and ongoing column on guilds and the fun, conflicts, laughs and rage-quits they contain. If you have a topic you’d like covered, drop Jemima a line!

By far the two most common causes of grief surrounding your whole guild experience are absent leadership and being in the wrong guild.

Absent leadership is pretty easy to spot, unless you live in Poland and rolled on Gav Daragon because you thought it sounded like a tasty sausage, but that is an article for another day.

Being in the wrong guild is often much more difficult to recognise.

Like most made-for-TV-movie relationships, you don’t want to see the problems. You’ve already invested a lot into the guild: made great friends, had great times, gone for long walks through the rakghoul-infested swamps of Taris at sunset and stopped for a romantic dinner at Karagga’s Palace.

Problems start as minor annoyances, but like a frog being slow-boiled, they can quickly escalate into train wrecks without you even being conscious of it. Bargains that should be made out loud and with other people are made silently and with yourself. “I’ll give them one more week to pick me for the team and if they don’t…  I’m leaving!! I swear to god!”

Next thing you know you’re throwing chairs and saucepans at walls and the police are asking you to sit in separate rooms – well, replace chairs and saucepans with mice and keyboards at monitors… and there’s no police – but you get my drift.

Assuming your leadership is present and does care about the guild, unhappiness with your current guild is more likely a symptom of the fact that they don’t care about you.

So how do you recognise the warning signs that you’re in the wrong guild?

If you’re in a social guild, but constantly frustrated that they can’t organise their way out of a paper bag – you’re in the wrong guild.

Social guilds are great for new players still trying to figure out the game, their class and what they want to do at end-game. They’re also fantastic for the lone-wolf or the family guy who logs in on Tuesday evenings, when the wife is at book-club, and are happy to PUG on the rare occasions when they feel like participating in structured activities.

But raids and ranked warzones are not like all-night movie cinemas – you can’t just buy a ticket for the next showing. You need rules, level and gear requirements. You need a fixed number and mix of classes to commit and then actually show to even give it a try, let alone succeed.

But the lack of these rules, requirements and obligations is the very thing that fundamentally defines a social guild. If you’re frustrated at your guild’s inability to provide enough structured content for you, it sounds like it’s time for you to specialise and move on.

If you’re in a raiding guild but find yourself too often benched, you’re in the wrong guild.

Casual, hardcore, semi-hardcore, decaf-halfcore with a twist of lemon – there’s a million different kinds of raiding guilds out there from absolute beginner to sponsored professional. But the devil is in the detail and when you start adding in rules and requirements, you have to make sure they work for you. You can generally liken the officers of raiding guilds to a hot chip on a beach of seagulls – trying to keep everyone happy with not quite enough to go around. So the key here is to make sure that you don’t want special treatment.

If you want the flexibility to raid as and when you choose on a moment’s notice, make sure you’re in a casual raiding guild and be prepared to sit out when you don’t necessarily want to. If you want a known schedule: min/max your gear; don’t stand in stuff; find a guild that guarantees positions to core raiders or works on a fixed rotating schedule; and show up when you say you will even when you don’t want to. Find out how they distribute loot and be honest with yourself – will you still be happy with that system once your ‘probation’ period is over?

Above all, make sure the raid team you’re on matches your experience level. Gear is easy to acquire – developing skills take time. If you’re constantly frustrated by the clown-show around you, it’s time to move on. If you’re too frequently the one wiping the team, you’re likely to find yourself having long conversations with Mr Bench.

If you’re in a PvP guild and you’re not getting matches, you probably suck at PvP.

Unlike PvE, in PvP there are no do-overs, there’s no we’ll get ‘em next week, and every win and loss gets recorded in the indelible ‘inspect player’ scorecard. Your performance is measured by the numbers and published to all those present at the end of the match. By necessity, PvPers live on the ruthless side of life and PvP team leaders have to be cut-throat to win. There’s still a requirement for some class balance but not to the same extent as raiding so if you’re getting benched, chances are you’re just not as good as the other people wanting to go.

Practice more and get better. Stop clicking or find out what that means. Roll a class or respec to one that’s more suited to PvP. Find a lower ranked team so you look good by comparison or turn that toon into the most formidable crafter on the Fleet.

Whatever your problems are there is a guild out there for you!

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